Titanfall has been around for several years for console gamers, but it’s only now that the game is coming to mobile in the form of Titanfall: Assault, albeit in a completely different form from what you may be used to on the PS and Xbox versions. This new mobile game from Nexon is available for iOS and Android, and it can be filed under any one of several gaming genres — it could be classified as a MOBA, it could be classified as a real-time strategy game, it could also be a collectible card game, or CCG. However you wish to categorize it, this is a game where you can enjoy thrilling PvP battles against real opponents, fast-paced strategic action, and the ability to build your own deck of Titans and Pilots. Naturally, you’ve also got the option to form or join a guild, and truly enjoy the social features this game has to offer.
Regardless whether you’re a Titanfall newbie or not, we believe you might be in need of some help if you’re playing the game for the very first time. So with that in mind, we’ve created a Titanfall: Assault strategy guide, but aside from those all-important tips and tricks for winning, we’ve also included a card guide that takes a look at most of the available cards in the game. Now how’s that for a two-in-one treat?
1. Prioritize Heading To The Control Points
This is a strategy that appears to have worked for a lot of gamers, and it’s something you might want to look into the next time you play Titanfall: Assault. This strategy would require you to simultaneously head to two control points, and while this might sound simple enough at first, there’s a bit more technique involved here, with this strategy based on the general tendency of players to rush to control point A.
Basically, what you want to do here for starters is to send a stronger, hardier unit to control point A, then wait for a few moments. Opponents, as mentioned, are likely to send a troop to that point. After waiting, you can then send a weaker unit, such as a Grenadier, to point B, then send another backup troop to point A. This would result in you having a key advantage with two control points in the early goings of a battle, with your two troops at point A overwhelming the opponent’s unit at that same point. Once defeated, opponents usually head to point C, but you shouldn’t have anything to worry about at that point in the game.
2. Capture The Control Points And Hang On To Them
Your goal in Titanfall: Assault is to destroy the enemy base. That’s how it is in many a MOBA title, but in this game, it is still extremely hard to achieve this ultimate goal. Not only is it difficult, it’s also very time-consuming, and you may be tempted to give up if you aren’t patient enough. But there is a way to at least ensure yourself a better chance of winning the battle, while avoiding the possibility of opponents taking your control points while you’re trying to destroy their base.
Going back to what we had advised you in the first tip, we maintain that the best way to ensure victory is to retain control over the CPs. That means you should try to maintain that control after you’ve rushed and captured the CPs, using the strategy we told you above. This would require you to play defensive, instead of going on an all-out attack — wait until your opponent makes their move, then use the right card or troop to launch a counter-attack.
It’s also a good strategy to have guards stationed at control points. Using a turret and several Grunts would usually suffice to this end This would allow you to buy some time, applying pressure in other key choke points, and keeping the enemy busy to the point that they won’t be able to get to your control points.
3. Join A Guild, And Make Sure It’s An Active One
It’s a general rule of thumb in just about any game that has such a feature, and such a focus on multiplayer interaction. You should make it a point to join a guild, while making sure it isn’t any ordinary, random guild. It should be an active one, because that’s the only way you can collect more cards and have more ways to build the ultimate, world-beating deck.
As of this writing, the game comes with guild challenges that can be completed, so you can earn some cards and other rewards. Unfortunately, these challenges can be difficult, even with the presence of your fellow guild members involved. And that’s just about the only thing you can do as part of a guild. But you should take note that this is still a very new game, and even with the difficult challenges, it does pay to be part of an active guild.
As a bonus tip, we strongly suggest leaving your current guild and looking for a new one, if your guild-mates suddenly start slacking and become inactive for extended periods of time.
4. Familiarize Yourself With Your Cards
While Titanfall: Assault is essentially the Titanfall experience distilled into mobile form and turned into a battle arena-type game, it is also a collectible card game in terms of its basic mechanics. That means it is paramount that you are well-versed with each of the cards in your deck — you should know their strengths and weaknesses, and be familiar with what each card does. For example, a card may be better-used against multiple units, or it could work well against Titans. Conversely, it could be useful against Pilots. The main thing here is choosing the right cards for a specific job, and familiarizing yourself with what you currently have.
5. Optimize Your Operating Expenses
That’s probably the best way for us to describe it — you need to make sure your “operating expenses,” or the supply costs for your cards, are optimized, and that you don’t incur more costs than what you need. Sure, you can do well for yourself with some top-level, high-cost cards, but if you aren’t able to play them like you should, why should you even bother? Instead, you may be better off playing a series of low-cost cards against powerful units, as that could still work against them. Maintain a balanced deck and keep those supply costs reasonable — we would recommend keeping them within the 3-3.5 range, as that’s usually the cost associated with a well-balanced deck with varied card types.
6. Only Upgrade The Cards You Regularly Play
Upgrading cards could turn out to be a very costly endeavor, especially on a long-term basis. This also calls back to one of our earlier tips, where we advised against using cards that you won’t be able to properly play yet. So with that in mind, we suggest holding off on upgrades in the meantime, and when you start upgrading cards, you should only upgrades the cards you use. And in relation to this, we’re not big fans of taking chances with new cards, if you’ve already got a tried-and-true deck that performs well against most, if not all opponents.
7. The Benefits Of Practice Mode
The game does have a Practice mode, where you can try new cards out without having to worry about the high stakes involved in battles against real players. This could be a way for you to see if a card is worth gambling on and investing in. Your mileage may vary, and one person’s idea of a promising new card may be different from someone else’s idea. Don’t take too many chances on new cards, and make sure to test them out first!
8. Are Titans Really Better Choices Than Standard Units?
As their name suggests, Titans are truly impressive forces out there, with high health stats and other formidable numbers. But in terms of overall usefulness, especially for new players, you might be better off with cheaper, common units instead. Still, there’s no question, and no argument to employing a Titan of Epic rarity, especially one whose supply cost is less than 4. By all means, you should add such a card to your lineup, because if you’re able to get Titans on the cheap, that gives you more strategic wiggle room, while also really rubbing it in to the enemy, unless your opponent also has a cheap, high rarity tier Titan of their own.
Titanfall: Assault Card Guide
Aside from the above tips and tricks, our strategy guide also includes an in-depth look at the different cards you can collect and play in Titanfall: Assault. These cards vary in type, and come in different rarities, while also having their own strengths, weaknesses, and specializations. Read on for more information on most of the available cards in this game!
Pilot Cards – Common:
Grenadier (Cost: 2)
Nothing says “common Pilot card” more than the Grenadier. It’s capable of area-of-effect damage and can be quite useful in the early stages of the game, but health stats are quite low for this particular card.
Stim Bruiser (Cost: 2)
This is a classic tank unit in the sense that it boasts of a ton of health, but won’t do much good as a damage-dealer. Its sole purpose is to keep enemy grunts busy, and that ability is highlighted when it regenerates some health each time a point is captured.
Striker (Cost: 2)
While you may need a Stim Bruiser in the frontline to soak up damage, you’ll also need a Striker up close to take out enemy Pilots. It’s more of an all-rounder in terms of skills, making it a solid early addition to anyone’s deck.
Pilot Cards – Rare:
Arc Bruiser (Cost: 3)
Arc Bruisers are good in dealing out AOE damage, and can back that up with some solid health stats. They do better against robotic units than human ops, and when capturing Hardpoints, they send out one anti-Robotic Arc Mine to further underscore this advantage.
Charge Sniper (Cost: 3)
Obviously, this card has good range, but on top of that, it is also quite fast, allowing you to use it at the rally point to fire away from a distance. You won’t always need a ranged card, but if you do, this one’s nice to have around.
Ghost (Cost: 2)
While the Ghost is quite affordable despite its being in the Rare tier, it can also be quite a frustrating card to play. The Ghost hides out until it is able to deal out some damage, or if it is caught by AOE damage courtesy of units that can deal it out. That immediately compromises its health, and the damage isn’t worth the advantage of being stealthy against enemies.
Grunt Captain (Cost: 4)
The Grunt Captain is arguably a better choice than the Spectre Captain (see Epic section), as this card has more health, allowing it to last longer out there in the battle field. The Grunt Captain deploys two Shield Grunts each time a Hardpoint is captured.
Pilot Cards – Epic:
Arc Boomer (Cost: 4)
Now this is the card you need if you’re looking for a tank that could also do a ton of damage, on top of its high health points. The main drawback of this card is that it has a very slow attack speed, though it makes up for that by slowing down enemy robots.
Gunner (Cost: 3)
You want a Gunner on your team if you’re trying to take out some formidable, heavy opponents, as their damage goes up as they progressively chip away at single enemies. They could be serious game-changers if you know how to use them the right way.
Holo Grenadier (Cost: 2)
The Holo Grenadier sends out a hologram, which then distracts enemies by luring them in, and buying it some time to take them out. This special skill makes them quite fascinating, and the cheap cost is pretty much the icing on the cake.
Pyro Bruiser (Cost: 3)
Pyro Bruisers are all-rounders with strong overall stats, including health and damage. Once a Pyro Bruiser is killed, it explodes, potentially making enemies pay for taking it out.
Sniper (Cost: 2)
Despite the fact that this is just a “Sniper” and not a “Charge Sniper,” it qualifies as an Epic card, staying at the Rally Point and firing ranged attacks at enemies. It tends to do better against human ops, as compared to robotic ops.
Spectre Captain (Cost: 4)
This card can be played to capture Hardpoints, and once this happens, it deploys two Spectres to watch over the point. This is a good attacking card against human enemies, though it is a bit on the squishy side.
Pilot Cards – Legendary:
Boomer (Cost: 3)
Boomers are probably the ultimate tanks of the Titanfall: Assault universe. Obviously, they’ve got a ton of health points, but they also boast of well above-average attack stats. They use a shield that absorbs damage, while also increasing damage dealt out, a classic win-win situation whenever this card is played.
Sentry Tech (Cost: 3)
This unit sends out a Sentry once they reach the rally point, and while they perform solidly against human ops, their average health stats could be a drawback. Sentry Techs are also weak against robotic units.
Sim Ninja (Cost: 4)
They deal out a lot of damage against human and robotic enemies, and can be played anywhere on the map, in the same fashion as a Burn Card. This card’s drawback is the merely satisfactory health rating — it’s not bad, but nothing to write home about either.
Titan Cards – Common:
Atlas (Cost: 4)
With a name like Atlas, it’s easy to see this unit as a big threat, especially against heavy units. Atlas has a truckload of health, making it a very hard card to destroy. It’s more of a tank character, as it’s slow, and its damage is solid but unspectacular against Robotic units, but less than impressive against humans.
Ogre (Cost: 2)
The quintessential tank for the Titan side. It’s slow, packed with a lot of HP, but definitely not your first option when it comes to dealing out damage.
Reserve Atlas (Cost: 2)
If you’re talking bang for your buck, you must be talking about the Reserve Atlas, as far as this game is concerned. Health stats aren’t anything too special, but are far from being bad, while damage is satisfactory. That might not sound too exciting until you see how good they are against heavier units.
Scorch (Cost: 4)
Scorch is an AOE tank that does more damage than you’d expect just because of that alone – area of effect. It works better against human enemies, and obviously those in groups, due to the AOE abilities and effects. Like its fellow tanks, it has great health, but not much speed at all.
Stryder (Cost: 4)
Stryker is one of the faster Titan units, capable of dealing out tons of damage, albeit one unit at a time. Health is low as it normally is for close-contact melee characters, but the damage makes it all worth it.
Titan Cards – Rare And Better:
Mortar Ogre (Cost: 4, Common)
Clearly, this is a better version of the stock Ogre. Unlike its common counterpart, it is capable of launching long-range attacks with range within 50. Again, health is this character’s strongest suit, but Mortar Ogre is still a classic tank in the truest definition, as it is also slow and not too sharp in the damage department.
Reserve Stryder (Cost: 2, Rare)
While it might sound counterintuitive to make the rare version of the Stryder a weaker one overall, the plus side here is that you get to spend less for a rare card. Reserve Stryder works in the same way as the regular Stryder against single enemies, but doesn’t have as much health, and obviously doesn’t cost as much.
Smoke Stryder (Cost: 5, Epic)
Now this is the unit you’re looking for if you want a souped-up version of the Stryder. This card activates an Electric Smoke dispersal unit once it reaches the Rally Point. Damage is high, health is solid, and in terms of specialization, it works better against Robotic enemies than humans.
Sniper Ion (Cost: 6, Epic)
If you’ve got this card in your deck, then consider yourself to be very lucky, as most gamers haven’t even gotten there. Health is decent, attacks are more powerful against Robotic units, as compared to humans, while attacks could pierce through walls with a knock back effect against enemies. Beware of that slow pace, though.
There you have it! We hope you’ve enjoyed our guide for Titanfall: Assault. If you have anything to add, don’t hesitate to drop us a line in the comments below!